Raph Koster

Raph Koster is a multi-award winning game designer, virtual communities expert, writer and speaker. Check out his full bio to learn more.

How I analyze a game

 Posted by (Visited 36827 times)  Game talk  Tagged with: , ,
Jan 062014
 

The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective. Oh, I’d like to think it is in some ways more valuable than that of a typical player. After all, I have a very specific set of experiences to bring to bear. But in practice, it probably makes my subjective experience well-informed, but therefore less than helpful.

Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates.

Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates. I use that analogy because the typical analogy is that of seeing only the tip of an iceberg. But an iceberg is substantially similar above and below the ground. Sure, there is a lot hidden under the waterline, but it’s not different in nature. When we look around the world, Continental-continental_convergence_Fig21contcontwhat we see, what we experience, is powerfully shaped by things that we do not see. Without understanding fault lines, volcanic activity, and all the rest, we won’t come to understand why a chain of mountains is where it is, and why it takes one form versus another.

That’s why I start with the stuff “under” the experience. Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink. Continue reading »

Self-promotion for game developers

 Posted by (Visited 12719 times)  Game talk
Jan 022014
 

I’m writing this for Mattie Brice, who was just listed as one of Polygon’s 50 game newsmakers of the year.

Sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them.

We had a brief Twitter exchange after I offered congratulations, in which she mentioned that she didn’t know she could put this on a CV, and that she “know[s] nothing of self-promotion.” I have certainly never been accused of that, so this is a rehash of stuff I have written elsewhere and elsewhen.

To be clear, this post is not about marketing your games. It is about marketing yourself, and not even that, but about finding your professional place within the industry.

Why self-promote?

The fact is that the world is a) crowded and full of distractions b) competitive and full of other people who do what you do. Getting noticed is hard. Staying noticed is also hard. You can be utterly amazing and people can simply not know. You can be utterly amazing and people can simply forget. The result, simply put, is that without self-promotion you won’t get to do all the things you want to do. Yes, sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them. Continue reading »

Year in Review

 Posted by (Visited 8433 times)  Game talk
Dec 312013
 

CASlide6I didn’t write that much on the blog this year. It has had the lowest traffic in years, as a result. I only know this because I actually bothered to go look at the stats, for the first time in ages. I used to track this stuff every month, adding it into a big spreadsheet, so I could keep track of what people wanted to read about. Of course, I was also spending an hour a day or more writing stuff here, back then.

With the big blog revamp, it occurred to me to do an oldschool “this is what happened on the blog this year” post like I used to. So… here we go:

The most popular posts I wrote this year:

  1. On getting criticism:
    A post I wrote about how to deal with inbound criticism of your work. This was the most read thing on the site all year, and has popped up in all sorts of incongruous places; I’ve found it reprinted in Reddits about fitness or about stand-up comedy, in countless game forums, and on websites for self-published writers, artists, and so on. Continue reading »

Art section updated

 Posted by (Visited 7807 times)  Art  Tagged with:
Dec 292013
 

The gradual conversion of the old site into the new format continues. Old links out there still point to old pages, since I haven’t put any redirects in. But the new pages are appearing, and if you are mostly hitting the front page of the site, the menu choices will start pointing to the new pages rather than the old. Don’t worry, I won’t switch over the top pages until all the lower pages are in place!

Continue reading »

Major blog overhaul

 Posted by (Visited 7356 times)  Open thread  Tagged with:
Dec 182013
 

biglogoYou may have noticed that the site looks a little different today! It has seen a major overhaul — years of hacks in files have been overwritten by a modern customizable theme (Suffusion).

The goals were

  • Get it looking nicer, because, damn, it was dated. I usually overhaul it every few years, and it’s been overdue.
  • Get it faster and more responsive, thanks to streamlining all the cruft away. We’ll see. The database for the blog is, by the way, around 5GB of data. Yeesh. So it may be that getting it faster will require major DB surgery.
  • Cut away some of the stuff that was outright obsolete, like the links list (I’ll have to create a new one, sorry for anyone I wiped out!)
  • Give better and faster access to frequently desired material. This is being done with the nav bar up at the top. You’ll notice that this still takes you to the old site’s static pages (static pages that now date back to 1998 in some cases). Over time I expect to migrate all this into WordPress proper and redirect all the old links.
  • I also plan to add new stuff now. Like, some gallery pages for the games I have worked on. Seems silly to be a game designer with a game design site and not have a portfolio page… There’s also all the books that I have had chapters in, I ought to have those up here too. Maybe Slideshare widgets for all the presentations.

Among other things, the site is now fully responsive, so it shouldn’t take pinching and zooming to read it on a smartphone anymore. I swapped out the tag cloud widget, and the translator widget too. The old translator actually cached all the pages; this one just sends you off to Google Translate to do it yourself, so that should save a lot of space.

There are still many things that I have to sort out: whether to keep the frames on images, the weird bottom edge of the nav bar, what to do about comments (I like having the Twitter comments show up seamlessly, but I don’t think I like the reverse chronological order they show up in!), how to handle the older parts of the site, the bits of stuff left over like the blue highlighting of my comments that no longer matches the theme, the way drop caps are messing up when there’s an image in the top left, the bad headers on the right side…

Of course, feedback is welcome! Let me know what you think of stuff like the color scheme, the layout, and so on.